Welcome to the newest frontier in gaming: battles and scenes at the scale of armies and fleets, all active at once with no trickery around loading screens or off-screen abstractions. Star Swarm is a real-time demo of Oxide Games’ Nitrous engine, which pits two AI-controlled fleets against each other in a furious space battle.
User reviews:
Overall:
Very Positive (164 reviews) - 87% of the 164 user reviews for this software are positive.
Release Date: Jan 30, 2014

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Play Star Swarm Stress Test

 

AMD Mantle Driver Download

Download AMD's Mantle driver here (Graphics Core Next-based hardware required). Mantle is optional; Star Swarm supports DirectX 11 compatible video cards.

Quotes

"NICE ENGINE! And I don't say that to all the engines."
- Morgan Webb

“The Star Swarm benchmark shows what's possible when an engine has been designed to from the ground up to take advantage of the new [Mantle] API.”
PC Gamer

“The Star Swarm benchmark uses Oxide Games' Nitrous engine to render a glorious multi-thousand-ship battle in space that will bring your PC to its knees.”
The Escapist

“Useful if you want to benchmark and compare hardware, or if you just straight up want to look at some pretty laser beams and explosions.”
Kotaku

About This Software

Welcome to the newest frontier in gaming: battles and scenes at the scale of armies and fleets, all active at once with no trickery around loading screens or off-screen abstractions.

Star Swarm is a real-time demo of Oxide Games’ Nitrous engine, which pits two AI-controlled fleets against each other in a furious space battle. Originally conceived as an internal stress test, Oxide decided to release Star Swarm so that the public can share our vision of what we think the future of gaming can be. The simulation in Star Swarm shows off Nitrous’ ability to have thousands of individual units onscreen at once, each running their own physics, AI, pathfinding, and threat assessments.

Nitrous uses the power of its proprietary SWARM (Simultaneous Work and Rendering Model) technology to achieve incredible performance on modern, multi-core computer hardware. SWARM allows Nitrous to do things previously thought impossible in real-time 3D rendering, like Object Space Lighting -- the same techniques used in the film industry -- and having thousands of unique individual units onscreen at once.

Note that Star Swarm is not a deterministic simulation -- the AI and everything else is being computed in real time, so you will get slightly different results from multiple executions even on the same hardware. Unfortunately, achieving 100% determinism with the highly threaded nature of the Nitrous engine is an unrealistic goal.

The Nitrous engine is already in use for two games currently in production: an unannounced title from Oxide Games and Stardock’s Star Control reboot. Nitrous is also available for licensing to interested game developers.

You’ve got to see it to believe it. Download Star Swarm for free now to see what your gaming PC can do with the next-generation Nitrous engine.

Key Features

  • Up to 10,000+ units onscreen at once – Imagine what kind of games can be made when developers can count on simulating battles and scenes at this scale
  • SWARM technology blows the performance curve – Fully utilizing each hardware CPU or GPU core available, SWARM allows Nitrous to achieve incredible results
  • Benchmark mode generates performance information – Since Star Swarm is a dynamic simulation rather than a canned demo, run it several times to see what Nitrous’ real-world gaming performance is on your machine
  • Film-style rendering – Nitrous uses Object Space Lighting, the same techniques used in film, including real-time film-quality motion blur

System Requirements

    Minimum:
    • OS: Windows 7 64-bit / Windows 8 64-bit
    • Processor: Quad-Core Processor
    • Memory: 4 GB RAM
    • Graphics: 1 GB VRAM (Dedicated) DirectX 11 Compatible Video Card
    • DirectX: Version 11
    • Storage: 4 GB available space
    • Additional Notes: Mantle Benchmark requires an AMD Radeon 7x00 Series Video Card or Better and the AMD Mantle drivers.
Helpful customer reviews
6 of 7 people (86%) found this review helpful
0.1 hrs on record
Posted: November 26, 2015
Excellent stress tester for any GPU!
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8 of 11 people (73%) found this review helpful
0.3 hrs on record
Posted: December 28, 2015
This is a truly amazing benchmark. Haven't seen more than 5K objects on the screen simultaneously before.

== Hardware Configuration =================================
GPU: NVIDIA GeForce GTX 770
CPU: AuthenticAMD
AMD FX(tm)-8320 Eight-Core Processor
Physical Cores: 4
Logical Cores: 8
Physical Memory: 17074483200
Allocatable Memory: 8796092891136
===========================================================


== Configuration ==========================================
API: DirectX
Scenario: ScenarioFollow.csv
User Input: Disabled
Resolution: 1920x1080
Fullscreen: True
GameCore Update: 16.6 ms
Bloom Quality: High
PointLight Quality: High
ToneCurve Quality: High
Glare Overdraw: 16
Shading Samples: 64
Shade Quality: Mid
Deferred Contexts (D3D11): Disabled
Small Batch Optimized (Mantle): Enabled
Temporal AA Duration: 16
Temporal AA Time Slice: 2
Detailed Frame Info: Off
===========================================================


== Results ================================================
Test Duration: 360 Seconds
Total Frames: 17994

Average FPS: 49.98
Average Unit Count: 4473
Maximum Unit Count: 5915
Average Batches/MS: 1027.35
Maximum Batches/MS: 2661.66
Average Batch Count: 22617
Maximum Batch Count: 116390
===========================================================
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11 of 19 people (58%) found this review helpful
3 people found this review funny
0.2 hrs on record
Posted: February 18
A GPU Benchmark that doesn't support SLi in this day and age? (yes, you read that right)
It's not exactly 2004 anymore (or even 1998 if you count 3DFX's version of SLi).

SLi has been a standard for quite some time now, and should be mandatory for a GPU benchmark in 2016.
The developers have had about 2 years to implement SLI, but haven't done so yet.

At this time, i cannot recommend this benchmark for multi GPU setups.
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2 of 2 people (100%) found this review helpful
1.1 hrs on record
Posted: March 26
I'm impressed


== Hardware Configuration =================================
GPU: NVIDIA GeForce GTX 970
CPU: GenuineIntel
Intel(R) Core(TM) i7-2600K CPU @ 3.40GHz
Physical Cores: 4
Logical Cores: 8
Physical Memory: 12797980672
Allocatable Memory: 140737488224256
===========================================================


== Configuration ==========================================
API: DirectX
Scenario: ScenarioFollow.csv
User Input: Disabled
Resolution: 1920x1080
Fullscreen: True
GameCore Update: 16.6 ms
Bloom Quality: High
PointLight Quality: High
ToneCurve Quality: High
Glare Overdraw: 16
Shading Samples: 64
Shade Quality: Mid
Deferred Contexts (D3D11): Disabled
Small Batch Optimized (Mantle): Enabled
Temporal AA Duration: 16
Temporal AA Time Slice: 2
Detailed Frame Info: Off
===========================================================


== Results ================================================
Test Duration: 360 Seconds
Total Frames: 22418

Average FPS: 62.27
Average Unit Count: 4529
Maximum Unit Count: 5905
Average Batches/MS: 1130.25
Maximum Batches/MS: 3602.86
Average Batch Count: 20050
Maximum Batch Count: 128372
===========================================================
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2 of 3 people (67%) found this review helpful
0.2 hrs on record
Posted: March 7
Awesome test. Really pushed my rig to its edge.....


== Hardware Configuration =================================
GPU: NVIDIA GeForce GTX 980 Ti
CPU: GenuineIntel
Intel(R) Core(TM) i7-6700K CPU @ 4.00GHz
Physical Cores: 4
Logical Cores: 8
Physical Memory: 34264817664
Allocatable Memory: 140737488224256
===========================================================


== Configuration ==========================================
API: DirectX
Scenario: ScenarioFollow.csv
User Input: Disabled
Resolution: 1920x1080
Fullscreen: True
GameCore Update: 16.6 ms
Bloom Quality: High
PointLight Quality: High
ToneCurve Quality: High
Glare Overdraw: 16
Shading Samples: 64
Shade Quality: Mid
Deferred Contexts (D3D11): Disabled
Small Batch Optimized (Mantle): Enabled
Temporal AA Duration: 16
Temporal AA Time Slice: 2
Detailed Frame Info: Off
===========================================================


== Results ================================================
Test Duration: 360 Seconds
Total Frames: 34922

Average FPS: 97.00
Average Unit Count: 4813
Maximum Unit Count: 6415
Average Batches/MS: 1423.11
Maximum Batches/MS: 4467.73
Average Batch Count: 16384
Maximum Batch Count: 123335
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